Skip to content

Commit

Permalink
Added README
Browse files Browse the repository at this point in the history
  • Loading branch information
keijiro committed Jun 1, 2017
1 parent 583b687 commit b0822f6
Show file tree
Hide file tree
Showing 2 changed files with 70 additions and 0 deletions.
21 changes: 21 additions & 0 deletions LICENSE.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,21 @@
MIT License

Copyright (c) 2017 Keijiro Takahashi

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
49 changes: 49 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,49 @@
Swarm
=====

**Swarm** is an experimental project that tries to find an interesting way of
utilizing the [procedural instancing] feature that was newly introduced in
Unity 5.6.

There are two types of renderers in *Swarm*.

**Swirling Swarm**

![screenshot](http://i.imgur.com/XoOMqTIm.png)
![screenshot](http://i.imgur.com/NNFsWBDm.png)

*Swirling Swarm* simulates particle motion within a [divergence-free noise
field] and draws trace lines along it. The simulation is reset in every frame,
but the noise field keeps moving slowly, so that it gives the impression that
the swirls are slowly moving around and changing their shapes.

**Crawling Swarm**

![screenshot](http://i.imgur.com/SkIZUAT.gif)
![screenshot](http://i.imgur.com/tci4x1V.gif)

The basic concept of *Crawling Swarm* is the same to *Swirling Swarm*; it
simulates particle motion within a noise field, but it's constrained with a
[distance field volume]. It tries to keep distances between the particles and
the object surface as low as possible. It gives the feeling that the lines are
crawling around on the surface and cover it.

[procedural instancing]: https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html
[divergence-free noise field]: http://martian-labs.com/martiantoolz/files/DFnoiseR.pdf
[distance field volume]: https://github.com/keijiro/DFVolume

System Requirements
-------------------

- Unity 5.6 or later

*Swarm* only runs on the platforms that support [compute shaders] and [GPU
instancing].

[compute shaders]: https://docs.unity3d.com/Manual/ComputeShaders.html
[GPU instancing]: https://docs.unity3d.com/Manual/GPUInstancing.html

License
-------

[MIT](LICENSE.md)

0 comments on commit b0822f6

Please sign in to comment.